use course accessors

This commit is contained in:
Glenn Maynard
2002-12-17 05:09:36 +00:00
parent d5c2331ab7
commit 5afb4c7768
4 changed files with 7 additions and 10 deletions
+2 -4
View File
@@ -716,8 +716,6 @@ void ScreenGameplay::Update( float fDeltaTime )
GAMESTATE->m_fCurBPS = fBPS;
GAMESTATE->m_bFreeze = bFreeze;
m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
@@ -1033,7 +1031,7 @@ void SaveChanges()
{
for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
{
Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
Song* pSong = GAMESTATE->m_pCurCourse->GetSong(i);
pSong->Save();
}
}
@@ -1057,7 +1055,7 @@ void DontSaveChanges()
{
for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
{
Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
Song* pSong = GAMESTATE->m_pCurCourse->GetSong(i);
ld.LoadFromSMFile( GAMESTATE->m_pCurSong->GetCacheFilePath(), *pSong );
}
}